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Thread: Ardennes TDM/Round Base Match SCR?

  1. #1
    Senior Member verruguitens's Avatar
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    Question Ardennes TDM/Round Base Match SCR?

    Hello guys how are you, can someone give me a hand with the Ardennes SCR? I want the map to be Round Base Match, or TDM and then I put it in Round Base Match by console, create a pk3 with these files to look for them from the Pak1.pk3 of "maintt":

    global/DMprecache.scr

    maps/dm/mp_ardennes_tow.bsp
    maps/dm/MP_Ardennes_TOW.min
    maps/dm/MP_Ardennes_TOW.pth
    maps/dm/MP_Ardennes_TOW.scr
    maps/dm/MP_Ardennes_TOW_precache.scr

    scripts/TAardennes.shader

    ui/loading_mp_ardennes_tow.urc



    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    This is the SCR of map:


    HTML Code:
    main:	
    	
    	level.script="maps/obj/ArdennesCSL.scr"	
    	level.music="MP_Ardennes_TOW"	
    
    	setcvar "g_scoreboardpic" "textures/mohmenu/dmloading/ArdennesCSL.jpg" 
    
    	exec global/ambient.scr
    	
    	// using ai for end game cut scene
    	exec global/tow_dm.scr
    	exec global/dm_ai.scr
    	exec global/friendly.scr
    
    	level.gametype = int( getcvar( g_gametype ) )
    
    	//gametype 5 = Tug of War
    	if( level.gametype == 5 )
    	{
    		setcvar "g_obj_alliedtext1" "Protect Transport"
    		setcvar "g_obj_alliedtext2" "Keep Main Gate Open"
    		setcvar "g_obj_alliedtext3" "Control the Flak88"
    		setcvar "g_obj_alliedtext4" "Shut Down Axis Generator"
    		setcvar "g_obj_alliedtext5" "Detonate the Axis Bunker"
    
    		setcvar "g_obj_axistext1" "Protect the Bunker"
    		setcvar "g_obj_axistext2" "Stop Generator Shutdown"
    		setcvar "g_obj_axistext3" "Control the Flak88"
    		setcvar "g_obj_axistext4" "Close Main Gate"
    		setcvar "g_obj_axistext5" "Destroy Allied Transport"
    	}
    	else
    	{
    		//hide the bombs on a non TOW game mode.
    		$mg42_bomb remove
    		$gmc_bomb remove
    
    		//Open the gate
    		$ardennes_gate open $gate_entity
    
    		// set scoreboard messages
    		setcvar "g_obj_alliedtext1" "Ardennes CSL" 
    		setcvar "g_obj_alliedtext2" ""
    		setcvar "g_obj_alliedtext3" ""
    		setcvar "g_obj_axistext1" ""
    		setcvar "g_obj_axistext2" ""
    		setcvar "g_obj_axistext3" ""
    	}
    
    	exec global/exploder.scr
    	
    	
    	waitthread tdm_spawns
    	
    	
    	//////////////////////////
    	level waittill prespawn
    	//////////////////////////
    	
    	//////////////////////////
    	level waittill spawn
    	////////////////////////// 
    
    	// Init Snow Parameters	
    	level.rain_speed		= "150"
    	level.rain_speed_vary	= "8"
    	level.rain_length		= "2"
    	level.rain_width		= "1"
    	level.rain_density		= "4"
    	level.rain_slant		= "6"
    	level.rain_min_dist		= "512"
    	level.rain_numshaders	= 12
    	level.rain_shader		= "textures/snow"
    	
    	level.bGateSwitchUp			= 1
    	level.bGeneratorSwitchUp	= 1
    
    	level.bRoundStarted			= 0
    
    	$world farplane_color ".03 .05 .09"  //this matches eben's new sky
    	$world farplane 2400
    	$world farplane_bias 750
    
    	// Initialize the Nebelwerfer (tweak their pitch arc length)
    	$nebelwerfer_turret0 pitchcaps ( -30 60 0)
    	$nebelwerfer_turret0 maxyawoffset "50"
    
    	// Truck Parameters
    	$truck_1 anim color_snow
    	$truck_1 anim idlelights
    	$truck_1 anim cargo
    	$truck_1 anim stop_wheels
    
    	//nebelwerfer stuff
    	$nebelwerfer.collisionent = $nebelwerfer_collision
    	$nebelwerfer_turret0.collisionent = $nebelwerfer_turret_collision
    
    	//Init the doors
    	thread init_doors
    
    	// set the parameters for this round based match
    //	level.dmrespawning			= 1			// 1 or 0
    	level.dmroundlimit			= 15		// round time limit in minutes
    	level.clockside				= axis		// set to axis, allies, kills, or draw
    	level.numObjectives			= 5			// Number of objectives needed to win
    
    	level.fire_attack_thread	= NIL
    
    	//////////////////////////
    	level waittill roundstart
    	//////////////////////////
    
    	//If this is a tug of war game then we init all the TOW stuff
    	if( level.gametype == 5 )
    	{
    		//initialize the switches and bombs.
    		thread init_switches
    		thread init_spawner_bombs
    										 
    		//Setup the starting team objectives	
    		thread set_objectives
    
    		level.bRoundStarted = 1
    	}
    
    end
    
    
    
    tdm_spawns:
    
    	spawn info_player_axis "origin" "130.81 -1147.74 -7.88" "angle" "3.25 164.14 0.00"
    	spawn info_player_axis "origin" "296.89 -1481.75 -7.88" "angle" "10.77 163.13 0.00"
    	spawn info_player_axis "origin" "318.72 -1717.20 160.13" "angle" "8.74 103.98 0.00"
    	spawn info_player_axis "origin" "52.49 -1231.17 160.13" "angle" "4.47 115.08 0.00"
    	spawn info_player_axis "origin" "128.15 -1114.23 160.13" "angle" "6.71 -5.10 0.00"
    	spawn info_player_axis "origin" "0.33 -1501.04 328.13" "angle" "14.23 37.98 0.00"
    	
    	spawn info_player_allied "origin" "792.10 735.73 -39.88" "angle" "-9.55 -116.07 0.00"
    	spawn info_player_allied "origin" "144.68 221.19 -31.88" "angle" "0.81 -110.99 0.00"
    	spawn info_player_allied "origin" "719.32 263.41 -31.88" "angle" "2.85 77.21 0.00"
    	spawn info_player_allied "origin" "1863.64 -409.85 36.83" "angle" "-1.22 -167.89 0.00"
    	spawn info_player_allied "origin" "1863.68 -1075.73 43.43" "angle" "7.11 -140.05 0.00"
    	spawn info_player_allied "origin" "563.38 -3247.11 -9.42" "angle" "-7.72 79.93 0.00"
    	spawn info_player_allied "origin" "-1006.32 -466.34 -23.88" "angle" "2.64 -45.75 0.00"
    	spawn info_player_allied "origin" "-537.93 -620.38 168.13" "angle" "4.88 153.70 0.00"
    	spawn info_player_allied "origin" -840.87 450.40 -39.88" "angle" "-4.06 -29.89 0.00"
    	
    end
    
    
    
    
    
    //----------------------------------------------------------
    //Destroy the Allied spawner here
    //----------------------------------------------------------
    destroy_allied_spawner local.planter:	
    	
    	iprintln "The Allied transport has been destroyed!"
    
    	//Take over the objective
    	$obj_allied_spawner TakeOver 0	
    
    	iprintln "The Allied Team can no longer respawn!"
    
    	//Give the planter some points
    	if( local.planter != NULL && local.planter != NIL )
    	{
    		local.planter AddKills 5
    	}
    
    	thread Check_End_Match
    	
    end
    
    //----------------------------------------------------------
    //Destroy the Axis spawner here
    //----------------------------------------------------------
    destroy_axis_spawner local.planter:
    		
    	iprintln "The MG42 emplacement has been destroyed!"
    
    	thread global/exploder.scr::explode 1
    		
    	$obj_axis_spawner TakeOver 1
    
    	iprintln "The Axis Team can no longer respawn!"
    
    	//Give the planter some points
    	if( local.planter != NULL && local.planter != NIL )
    	{
    		local.planter AddKills 5
    	}
    
    	thread Check_End_Match
    
    end
    
    //----------------------------------------------------------
    //Open/close the Main Gate here
    //----------------------------------------------------------
    toggle_ardennes_gate:	
    
    	if( level.bRoundStarted == 1 )
    	{
    		if( parm.other.dmteam == axis )
    		{
    			if( $obj_ardennes_gate.ControlledBy != 0 )
    			{			
    				//Flip the switch
    				thread ardennes_gate_switch
    
    				//close the gate
    				$ardennes_gate close $gate_entity
    				
    				//Take the objective
    				$obj_ardennes_gate TakeOver 0
    
    				//Give 2 points for taking objective
    				parm.other AddKills 2
    
    
    				iprintln "The Axis have closed the Main Gate!"
    			}
    		}
    		else if( parm.other.dmteam == allies )
    		{
    			if( $obj_ardennes_gate.ControlledBy != 1 )
    			{		
    				//Flip the switch
    				thread ardennes_gate_switch
    
    				//Open the gate
    				$ardennes_gate open $gate_entity
    				
    				//Take the objective
    				$obj_ardennes_gate TakeOver 1
    
    				//Give 2 points for taking objective
    				parm.other AddKills 2
    				
    				iprintln "The Allies have opened the Main Gate!"
    			}
    		}
    
    		//Did anyone win?
    		thread Check_End_Match
    
    		//Update team current objectives
    		thread set_objectives
    	}
    
    end
    
    //----------------------------------------------------------
    //Turn on/Shut down the bunker generator
    //----------------------------------------------------------
    toggle_generator:
    	
    	if( level.bRoundStarted == 1 )
    	{
    		if( parm.other.dmteam == axis )
    		{
    			if( $obj_generator.ControlledBy != 0 )
    			{		
    				//Flip the switch
    				thread generator_doors_switch			
    
    				//Open the doors
    				$gendoor1 open $door1_entity
    				$gendoor2 open $door2_entity
    
    				//Take the objective
    				$obj_generator TakeOver 0
    
    				//Give 2 points for taking objective
    				parm.other AddKills 2
    
    				iprintln "The Axis have turned on the Bunker Generator!"
    			}
    		}
    		else if( parm.other.dmteam == allies )
    		{		
    			if( $obj_generator.ControlledBy != 1 )
    			{		
    				//Flip the switch
    				thread generator_doors_switch			
    
    				//Open the doors
    				$gendoor1 close $door1_entity
    				$gendoor2 close $door2_entity
    				
    				//Take the objective
    				$obj_generator TakeOver 1			
    
    				//Give 2 points for taking objective
    				parm.other AddKills 2
    
    				iprintln "The Allies have turned off the Bunker Generator!"	
    			}
    		}
    
    		//Did anyone win?
    		thread Check_End_Match
    
    		//Update team current objectives
    		thread set_objectives
    	}
    
    end
    
    //----------------------------------------------------------
    //Control the Flak88 
    //----------------------------------------------------------
    control_flak:
    	
    	if( level.bRoundStarted == 1 )
    	{
    		if( parm.other.dmteam == axis )
    		{
    			if( $obj_flak.ControlledBy != 0 )
    			{
    				//Take the objective
    				$obj_flak TakeOver 0
    
    				iprintln "The Axis control the Flak 88!"
    
    				//Give 2 points for taking objective
    				parm.other AddKills 2
    
    				//Fire!
    				$flak thread flak_attack $flak_axis_target
    			}
    		}
    		else if( parm.other.dmteam == allies )
    		{
    			if( $obj_flak.ControlledBy != 1 )
    			{
    				//Take the objective
    				$obj_flak TakeOver 1				
    
    				iprintln "The Allies control the Flak 88!"
    
    				//Give 2 points for taking objective
    				parm.other AddKills 2
    
    				//Fire!
    				$flak thread flak_attack $flak_allied_target
    			}
    
    		}
    
    		//did anyone win?
    		thread Check_End_Match
    
    		//Update team current objectives
    		thread set_objectives
    	}
    
    end
    
    
    //----------------------------------------------------------
    //Set the teams current objectives
    //----------------------------------------------------------
    set_objectives:
    	
    	//First lets do the allies
    	if( $obj_ardennes_gate.ControlledBy == 0 )
    	{			
    		$obj_ardennes_gate SetCurrent 1
    	}	
    	else if( $obj_flak.ControlledBy == 0 || $obj_flak.ControlledBy == 2 )
    	{
    		$obj_flak SetCurrent 1
    	}
    	else if( $obj_generator.ControlledBy == 0 )
    	{	
    		$obj_generator SetCurrent 1
    	}
    	else if( $obj_axis_spawner.ControlledBy == 0 )
    	{
    		$obj_axis_spawner SetCurrent 1
    	}
    
    	//Now the Axis	
    	if( $obj_generator.ControlledBy == 1 )
    	{			
    		$obj_generator SetCurrent 0
    	}
    	else if( $obj_flak.ControlledBy == 1 || $obj_flak.ControlledBy == 2 )
    	{
    		$obj_flak SetCurrent 0
    	}
    	else if( $obj_ardennes_gate.ControlledBy == 1 )
    	{	
    		$obj_ardennes_gate SetCurrent 0
    	}
    	else if( $obj_allied_spawner.ControlledBy == 1 )
    	{
    		$obj_allied_spawner SetCurrent 0			
    	}	
    
    end
    
    
    //--------------------------------------------------------------
    //Init the switches
    //--------------------------------------------------------------
    init_switches:
    
    	$ardennes_gate_switch bind $ardennes_gate_switch_origin
    	$generator_switch bind $generator_switch_origin
    
    	//Make the switches non solid so they don't injure the player.
    	$ardennes_gate_switch notsolid
    	$ardennes_gate_switch_origin notsolid
    
    	$generator_switch notsolid
    	$generator_switch_origin notsolid
    
    end
    
    
    //--------------------------------------------------------------
    //Move the doors handle
    //--------------------------------------------------------------
    ardennes_gate_switch:		
    	
    	if( level.bGateSwitchUp == 1 )
    	{			
    		$ardennes_gate_switch_origin speed 1.0
    		$ardennes_gate_switch_origin rotatexdownto 180
    		$ardennes_gate_switch_origin waitmove
    		$ardennes_gate_switch_origin playsound elevator_run 
    		level.bGateSwitchUp = 0
    	}
    	else
    	{
    		$ardennes_gate_switch_origin rotatexupto 0
    		$ardennes_gate_switch_origin waitmove
    		level.bGateSwitchUp = 1
    	}	
    
    end
    
    //--------------------------------------------------------------
    //Move the doors handle
    //--------------------------------------------------------------
    generator_doors_switch:		
    	
    	if( level.bGeneratorSwitchUp == 1 )
    	{			
    		$generator_switch_origin speed 1.0
    		$generator_switch_origin rotatexdownto 180
    		$generator_switch_origin waitmove
    		$generator_switch_origin playsound elevator_run 
    		level.bGeneratorSwitchUp = 0
    	}
    	else
    	{
    		$generator_switch_origin rotatexupto 0
    		$generator_switch_origin waitmove
    		level.bGeneratorSwitchUp = 1
    	}	
    
    end
    
    
    //--------------------------------------------------------------
    //init the spawner bombs
    //--------------------------------------------------------------
    init_spawner_bombs:
    
    	//Allied spawner bomb
    	$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Ardennes_TOW.scr::destroy_allied_spawner
    	$mg42_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Ardennes_TOW.scr::destroy_axis_spawner
    
    end
    
    
    //-----------------------------------------------
    // Flak cannon fire
    //-----------------------------------------------
    flak_attack local.target:
    	
    	level.flak_target = local.target
    
    	if ( level.fire_attack_thread==NIL )
    	{
    		level.abort_shot = 0
    		thread flak_attack_loop
    	}
    	else
    	{
    		level.abort_shot = 1
    	}
    
    	end
    
    //-----------------------------------------------
    // Flak cannon fire loop
    //-----------------------------------------------
    flak_attack_loop:
    
    	level.fire_attack_thread = local
    
    
    	while ( 1 )
    	{
    		local.rand = randomint level.flak_target.size
    		if( local.rand <= 0 )
    		{
    			local.rand++
    		}
    
    		level.abort_shot = 0
    		self setaimtarget level.flak_target[local.rand]
    		self waittill ontarget
    
    		if ( level.abort_shot==0 )
    		{
    			self anim fire
    			
    			wait 1
    
    			waitthread Do_flak_explosion
    
    			local.rand = randomint 1
    			local.rand += 1
    
    			wait local.rand
    		}
    	}
    
    end
    
    
    //-----------------------------------------------
    // Init our doors
    //-----------------------------------------------
    init_doors:
    
    	//Init the Axis base doors
    	$gendoor1 open $door1_entity
    	$gendoor2 open $door2_entity
    
    end
    
    
    //-----------------------------------------------
    // Make flak go boom
    //-----------------------------------------------
    Do_flak_explosion:
    
    	//Axis controlled   
    	if( $obj_flak.ControlledBy == 0 )
    	{
    		local.index = randomint $flak_axis_boom.size
    		if ( local.index==0 )
    			local.index++
    
    		local.ent = spawn models/projectiles/artilleryshellDEADLY.tik origin $flak_axis_boom[local.index].origin
    		local.ent explode
    	}
    	//Allied controlled
    	else if ( $obj_flak.ControlledBy == 1 )
    	{
    		local.index = randomint $flak_allied_boom.size
    		if ( local.index==0 )
    			local.index++
    
    		local.ent = spawn models/projectiles/artilleryshellDEADLY.tik origin $flak_allied_boom[local.index].origin
    		local.ent explode
    	}
    
    end
    
    
    //-----------------------------------------------
    // Check for end match condition
    //-----------------------------------------------
    Check_End_Match:
    
    	local.nAxis			= 0
    	local.nAllied		= 0
    
    	//Check each of the objectives
    
    	//Allied Spawner
    	if( $obj_allied_spawner.ControlledBy == 0 )
    	{
    		local.nAxis++
    	}
    	else if( $obj_allied_spawner.ControlledBy == 1 )
    	{
    		local.nAllied++
    	}
    
    	//Axis Spawner
    	if( $obj_axis_spawner.ControlledBy == 0 )
    	{
    		local.nAxis++
    	}
    	else if( $obj_axis_spawner.ControlledBy == 1 )
    	{
    		local.nAllied++
    	}
    
        //Ardennes Gate
    	if( $obj_ardennes_gate.ControlledBy == 0 )
    	{
    		local.nAxis++
    	}
    	else if( $obj_ardennes_gate.ControlledBy == 1 )
    	{
    		local.nAllied++
    	}
    
    	//Flak Cannon
    	if( $obj_flak.ControlledBy == 0 )
    	{
    		local.nAxis++
    	}
    	else if( $obj_flak.ControlledBy == 1 )
    	{
    		local.nAllied++
    	}
    
    	//Generator
    	if( $obj_generator.ControlledBy == 0 )
    	{
    		local.nAxis++
    	}
    	else if( $obj_generator.ControlledBy == 1 )
    	{
    		local.nAllied++
    	}
    
    	//Allies first
    	if( local.nAllied == level.numObjectives )
    	{
    		//Only show the movie if the wingame cvar has not been set yet.
    		local.winstate = int( getcvar( g_TOW_winstate ) )
    		if( local.winstate == 0 )
    		{
    			setcvar "g_TOW_winstate" "1"
    
    			level ignoreclock 1
    
    			//if there is a bomb ticking stop it.
    			waitthread global/tow_dm.scr::StopBomb
    			
    			//Allies win do the movie then end the map
    			thread AlliesWon		
    		}
    	}
    	else if( local.nAxis == level.numObjectives )
    	{
    		//Only show the movie if the wingame cvar has not been set yet.
    		local.winstate = int( getcvar( g_TOW_winstate ) )
    		if( local.winstate == 0 )
    		{
    			setcvar "g_TOW_winstate" "1"
    
    			level ignoreclock 1
    
    			//if there is a bomb ticking stop it.
    			waitthread global/tow_dm.scr::StopBomb
    			
    			//Axis win do their movie and end the map		
    			thread AxisWon
    		}
    	}
    
    end
    
    //-------------------------------------------------------------
    // Do the Axis camera stuff
    //-------------------------------------------------------------
    DoAxisCamera:
    
    	local.camera = spawn func_camera origin $cam_axis_win.origin angles $cam_axis_win.angles
    
    	local.camera fov 100	
    	local.camera watch $cappy
    	local.camera cut
    	cuecamera local.camera
    
    	wait 3
    	
    	local.camera follow $cam_axis_win $cappy
    	local.camera cut
    	
    	wait 15
    
    end
    
    //-------------------------------------------------------------
    // Axis have one play the movie
    //-------------------------------------------------------------
    AxisWon:
    	
    	$player nodamage
    	$player hide
    	freezeplayer
    
    	drawhud 0
    	
    	forcemusic aux4 aux4
    
    	//spawn the allies	
    	thread global/dm_ai.scr::spawnset 76 set76
    	thread global/dm_ai.scr::spawnset 75 cappy	
    
    	//spawn the axis
    	thread global/dm_ai.scr::spawnset 50 axis_cappy	
    	thread global/dm_ai.scr::spawnset 51 set51
    
    	//roaming guards
    	thread global/dm_ai.scr::spawnset 60 set60 
    	
    	for( local.i = 1; local.i <= $set60.size; local.i++ )
    	{
    		$set60[local.i] thread Do_Axis_Guards_Walk
    	}
    
    	waitthread DoAxisCamera
    	
    	teamwin axis
    
    	forcemusic aux5 aux5
    
    	wait 5
    
    end
    
    Do_Axis_Guards_Walk:
    
    	self walkto self.target
    
    end
    
    
    //-------------------------------------------------------------
    // Allies have won play the movie
    //-------------------------------------------------------------
    AlliesWon:
    
    	$player nodamage
    	$player hide
    	freezeplayer
    
    	drawhud 0
    	
    	forcemusic aux2 aux2
    
    	//Spawn the allies	
    	waitthread global/dm_ai.scr::spawnset 20 set20
    	waitthread global/dm_ai.scr::spawnset 25 cappy
    
    	//Spawn the axis	
    	waitthread global/dm_ai.scr::spawnset 10 set10
    	waitthread global/dm_ai.scr::spawnset 15 set15
    
    	for( local.i = 1; local.i <= $set10.size; local.i++ )
    	{
    		$set10[local.i] thread Do_Loser_End 
    	}
    	
    	$cappy thread Do_Winner_Allied_Cappy_End 5 $set15 2
    
    	for( local.i = 1; local.i <= $set20.size; local.i++ )
    	{	
    		local.rand = randomfloat 4
    		local.rand += 3
    
    		local.randRun = randomfloat 1		
    		
    		if( local.i <= $set10.size )
    		{
    			$set20[local.i] thread Do_Winner_End local.rand $set10[local.i] local.randRun
    		}
    		else
    		{
    			$set20[local.i] thread Do_Winner_End local.rand NULL local.randRun
    		}
    	}
    
    	$set15 thread Do_Loser_End
    
    	//$alliewincamera_2 speed .5									
    	$alliewincamera_2 fov 50
    	$alliewincamera_2 watch $cappy	
    	$alliewincamera_2 cut 		
    	cuecamera $alliewincamera_2
    
    
    end
    
    
    //----------------------------------------------------------
    //Do the winner anims and stuff
    //----------------------------------------------------------
    Do_Winner_End local.wait local.target local.runwait:
    		
    	self nodamage
    	self runto self.target
    	self exec global/disable_ai.scr
    	
    	wait local.wait
    
    	if( local.target != NULL )
    	{
    		//self setaimtarget local.target
    	}
    	
    	if( local.target != NULL )
    	{
    		self fire
    	
    		local.target takedamage
    		local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    	}
    	
    
    end
    
    //----------------------------------------------------------
    //Do the winners captain end sequence
    //----------------------------------------------------------
    Do_Winner_Allied_Cappy_End local.wait local.target local.runwait:
    	
    	self nodamage
    	self runto self.target
    	self exec global/disable_ai.scr	
    
    	wait local.wait
    	
    	self fire
    	
    	if( local.target != NULL )
    	{
    		local.target takedamage
    		local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    	}
    	
    	wait 2
    	self anim 00A001_victory	
    	
    	//Allies have won
    	teamwin allies
    
    	forcemusic aux3 aux3
    
    	wait 5
    
    end
    
    //----------------------------------------------------------
    //Do the losers run away stuff
    //----------------------------------------------------------
    Do_Loser_End:
    
    	//Axis boys need to go bye bye
    	self nodamage
    	self exec global/disable_ai.scr
    	self runto self.target
    
    end


    I changed the respawns, where do I place the lines?.



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    Last edited by verruguitens; March 25th, 2022 at 08:29 PM.

  2. #2
    Senior Member verruguitens's Avatar
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    Works perfect in DM/TDM/Round Base Match, only 1 thing, i need change the RESPAWNS, i have all data, only can say me where put the lines "tdmtype_spawns:". This line "waitthread tdm_spawns" is before LEVEL WAITTILL PRESPAWN sure?, ok where put the lines of new respawn?.

  3. #3
    Senior Member verruguitens's Avatar
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    I can't make it work, when I place the new respawns everything goes wrong, where is the problem.
    Attached Files Attached Files

  4. #4
    Senior Member verruguitens's Avatar
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    Anyone can help me?. Many thanks!.

  5. #5

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    Have you tried playing the normal ardennes map with the mefy mod on your server? user-mefy-extgametypes-1_2_2-STOCKMAPS
    you should be able to play any gamemode in any map using the g_extgametype cvar (g_extgametype "rbm")

  6. #6
    Senior Member verruguitens's Avatar
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    Quote Originally Posted by Zappa View Post
    Have you tried playing the normal ardennes map with the mefy mod on your server? user-mefy-extgametypes-1_2_2-STOCKMAPS
    you should be able to play any gamemode in any map using the g_extgametype cvar (g_extgametype "rbm")
    Gracias Zappa, pero necesito este mapa aparte porque es un modo de juego que invente yo en 2008 o 2007 en las epocas del cyber, y modifique los respawns pero no me los toma, no se porque, no se donde tengo que colocar los nuevos respawns, me falta eso nomas. :/

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